Fleet Jester's trickery
blade flurry
Grandmaster of the play
Fortune of the chosen
Independent character

Takes up no force organization slots.

When taken, allows to take two squads of Deathwatch and up to two Ordo Xenos hq They do not take up a force organisation slots and are treated as Battle Brothers towards squad containing the old guest.

Aside from buffed statline, gives his squad ability to re-roll failed saving throws
At the beginning of turn
can choose a Master of the play instead of basing it on previous turn.

Craftworld wraith constructs are huge lumbering beasts because the shady netherworld between the worlds of living and the dead is confusing. Former troupe masters sometimes keep their eternal dance, bringing these leviathans to motion.

The enemy cannon use Fearless or TSKNF special rules in close combat with model. Charging enemy does not benefit from any kind of grenades;

Night cowl

Equipment

Model has Furious charge USR. The model chooses a challenger itself. It cannot be denied. If no challenger is available, the model gains Rampage USR, rolling D6 instead.

Harlequin's kiss

Close combat

Gives model Rending USR

S:user Ap:6

4 pts

Holosuit

armour

Gives unit stealth and Evasion special rules

Base 5+ invulnerable save

free

Phantasm harpoon

Close combat weapon

Grapple: Rolling 5+ on to hit forces a strength+D6 rolloff between shooter and model. If target loses, it is grappled and tugged to base contact. It counts as a successful charge of the shooter (overwatch with non-harpoon weaponry allowed) both take a Hammer of wrath hit and are counted as locked in combat.

Deathwind: all To Hit rolls of 6 allow another shot to be made. Can trigger itself. Has "Wall of death" special rule.

S:4 AP:4 Assault 3 12" Bladestorm; Deathwind

15 pts

The Master Joke Relic list

Type

Special rules

Profile

Cost

Morbid pistol

Pistol

Hollow mark: model hit by the pistol does not generate warp charges the following turn on, getting Perils of the Warp on any double when attempting to manifest Ppowers

S:4 Ap:4 12” Pistol; Master-crafted

10 pts

Twin morbid pistols

Pistols (2)

Hollow mark: model hit by the pistol does not generate warp charges the following turn on, getting Perils of the Warp on any double when attempting to manifest Ppowers Always hit in 3+ Rolls of 1 are not fails, but precision shots

S:4 Ap:4 12” Assault 2; Master-crafted; shred

15 pts

Sinister blade

Close combat weapon

Butcher blade: inflicting an unsaved wound with this weapon allows landing another hit with the same weapon. Can trigger another hit.

S:user Ap:2 Rending;

35 pts

Doom glave

Power weapon

Doomed: model with weapon, special rule or equipment with Doomed mark is cursed. All surrounding (6') models are treated as having Doom and Misfortune effects upon them.

S:user+2 Ap:2 Two-handed; Shred; Master-crafted

25 pts

Mindshackle morningstar

Close combat weapon

Mindshackle: suffering a hit causes perils of the warp roll on Psykers. Killing any model with the weapon triggers a blast. Place a blast marker over the head of the killed model. All models under template suffer an S:Ld AP:Sv hit (stats taken from the victim)

Life leech: instead of Toughness, target's Max Wound value is taken when determining to wound results. Each kill gives a model a single token. Whenever a model loses it's wound, discard one or more tokens and replace lost wounds. Can bring back from brink of death.

S:user+1 Ap:- Vaul's work; Rending; Life leech

40 pts

Wraithglass deck of Doom

equipment

Gives model ability to cast Doom special power. Provides 2 warp charges that cannot be used other than for that purpose. When manifesting the power, no perils of the warp can be conducted. All rolls of 1 are to be re-rolled.

Can be used as a ranged S:(User Initiative) Ap:(user wounds) Assault (turn number +2) 12" (attack number doubled with both decks bought)

40 points

Wraithglass deck of Fate

Equipment Psyker only

Gives model ability to make two roll on Runes of Fate psychic powers list and manifest these abilities. Re-roll rolls of 1. No perils.
Can exceed normal amounts of psychic powers Having both decks makes all Runes of Fate powers manifested by the user impossible to be denied at the cost of perils of the warp chance.

One use only: before blows are struck during Assault phase re-position model from base contact with one enemy model to another enemy model within 24". Can result in getting into close combat with another enemy unit.

25 points

The mean grin stone

equipment

One use only: with maniacal chuckle the laughing God himself denies the witch. Pass initiative test. If successful, one enemy psychic power is denied.

40 points

Golden heart

Equipment (Solitaire only)

Model and it's squad are Immune to any and all psychic power effects. Cannot be target nor a caster of psychic powers

75 points

Cowl of Prestige

Equipment (one use only)

Once at the beginning of any phase, the model and it's squad attempt an initiative test.
If successful, the squad and model make a move to a point within 12" of their current position, leaving a phantom squad in it's wake

50 pts

Sinister naginata

Close combat weapon

Butcher blade: inflicting an unsaved wound with this weapon allows landing another hit with the same weapon. Can trigger another hit.
Always hits on 3+

S:x2 Ap:2 Rending; Shred; two-handed

85 pts

Domino-patterned holofields

equipment

Model and it's squad count as being equipped with Eldar Titan holo-fields. Range of attacks against the squad is reduced by 6"

150 pts

God's bone dice

equipment

Roll two dice when trying to seize the initiative, discarding the lowest. Increases model's Initiative value by 2

50 points

Special rules:

Evasion

Model has 4+ invulnerable save in close combat. When targetted by a ranged attack, take an initiative test. If successful, you can use the save against ranged attack as well.

Master of the play

The squad containing Troupe master gets benefits depending on what actions it made the previous turn. See the list in separate table.

Grandmaster of the play

At the beginning of each turn (your or enemy) choose one of the Master of the play traits. The effect lasts unless you choose another effect the next turn.

Upon killing a model, make a single 1" step in any direction and make an extra attack with each close combat weapon available against another model. It cat also trigger extra attacks.

Soulless

All models within 12” range, containing a model with Psyker or Daemon special rule lose fearless special rules and each psyker has his Leadership value reduced by 3, generates 1 warp charge less than normal. Roll D6 for each blessing or malediction in effect within range. on 4+ it is no longer in effect. Does not apply to the squad containing Master of the Play

Phantasmal lord

Whenever an attack hits a model with the special rule, take an initiative test. A successful initiative test spawns a phantasmal copy of the unit, providing with extra capabilities of spreading wounds to them. When killed, all enemy models in base contact get S:3 Ap- hit All phantasms are removed from play at the end of the phase.

Jester's trickery

A model with the special rule is always under the watchful eye of the Laughing God. It can always re-roll all failed saves and when forced to be removed from play (either because of special rule or simply due to losing last wound) must immediately make a D6 roll. Substract 2 from the result. If the result is >0 the model is returned to play with resulting amount of wounds. All extra wounds are spent on phantasms (which are removed at the end of phase)

Shining exemplar

The bright emanating light vaporises all shadows and wicked chaos sorcery. Enemy models within 12” of a model with the special rule lose Shrouded and Stealth special rules. Daemons are forced to re-roll all 6” on saves.

Solar brilliance

All attempts to target a squad containing model with the rule require a successful pass of Initiative test. If failed, the targetting squad gets a Blind effect and is unable to fire this turn.

White noise

All Malefic psychic powers cast or already active in 18" range from the model cease to be in effect. All attempts to manifest conjuration Malefic powers cause perils of the warp automatically.
Model can re-roll failed Deny the Witch rolls.

Enchancer

At the beginning of the movement phase the model can attempt to activate it's powers. A successful moral check makes all the models within 12" count as under effect of Enhance psychic power. A failure means all models within 12" count as under effect of Drain psychic power. The effect lasts until the beginning of your next movement phase. Does not require models to stay within 12" to be in effect.

Channeller

All warp charges generated by non-character models in the squad of the model with the special rule must be marked and kept separately. When the model attempts to manifest it's psychic powers using only charges from this pool, each spent point allows two rolls to be made, discarding the lowest ones. i.e. 5 charges result in 10 rolls, discarding the lowest ones.

Psychic powers:

Name

Shimmerring mist

Brokengespenst

Fata morgana

Heat haze

Mirage

Gloria

cost

type

Conjuration

Blessing

Conjuration

Malediction

Conjuration

Nova 24"

target

Point within 24”

Friendly unit within 6”

Psyker squad

Enemy squad within 24”

Point within visible range

self

effect

Conjures a mind-defying eye-bleeding mist in the point, Large Blast size. Attempt to shoot through the mist reduces the To Hit roll result by 1 (6 is a hit anyway)

Target unit is covered with shimmering, distorted halo, making impossible direct ballistic calculations. BS and Initiative values are reduced by 2 when targetting the squad.

A psyker and his squad must immediately pass an initiative and moral test (no auto pass allowed). If both are passed, place a phantom copy of each non-character model in the squad. If squad has no models without Character special rule, place a single phantom per wound each character has

Distortion of senses and malfunction of simple mechanisms plagues target squad. All terrain counts as difficult terrain, all weapons range is halved, charge distance is reduced by 3'

Wavering fills the air as a malformed ruins materialize from thin air. Place a large blast marker. It counts as ruins battlefield terrain from now on. Each turn the mirage scatters 2d6". Travelling on a rolled double makes the mirage blast into glass shards, dealing S3 Ap- hits to all models within 12' from the point
All models under the template also get S4 Ap- Blind; Rending; hits.

Psyker coveres himself with the most drastic of illusions, provoking fear and loathing. All enemies within 24” must immediately take a morale test(-1). If failed, roll D6. Apply results immediately. 1.squad rallies and tears off the effect. 2-4.squad loses their senses and immediately attempts to bring the fiendish foe down. The squad starts snapping frantic shots at the target, losing ability to fire overwatch and shoot in the next shooting phase. 5. morale breaks and squad starts routing. 6.panic sweeps the squad, Fearless and TSKNF special rules cease to be in effect. Can result in squads breaking off

Phantom Menace

Veil of tears

conjuration

Blessing

Point within 24"

self

All enemy units within 12" of the point must each take a moral test (-2). If failed, the unit's darkest fears manifest as phantom figures. The squad immediately fires overwatch at the nearest squad. After that place a number of phantoms equal to number of models in the squad in base contact with that squad. The squad gets locked in combat at the beginning of the Assault phase.

When targetting squad under the effect of Veil of Tears psychic power, roll 2D6. The double of that value is the maximum distance you can fire at them from. If attack failed, the squad cannon target any other unit this turn.

1 charge.

1 charge

Warlord traits:

Architect of shadows

Phantasmal attunement

Illusive consensus

Morbid laughter

Chosen of the Joke

Architect of the play

Nightfight rules are applied to three turns, not one. All phantasms are Shades and have Rending special rule

Instead of dissplating, all phantasms separate from their squads at the end of the turn and fight on for the next turn.

At the beginning of the game declare you will be using the ability.All reserve rolls are reduced by 2 for the first two turns

Warlord isn't in the mood, and isn't the Laughing god. He can always re-roll his to hit and to wound rolls.

Sometimes a future prank requires an exact person alive and well. A person gets Joker's trickery special rule. If he already has it, roll 2D6 and discard the low

The puzzle just falls into pieces when need be. Warlord gets Master of the Play special rule. If already present, it also spreads on 1 friendly squad within 12”

Master of the play:

Ceogorach's dickery

Khaine's fury

Isha's rejuvernation

Falchou swiftness

Kurnous precision

Asurian's wisdom

Squad managed to evade losses and successfully broke off close combat using Hit'n'run special rule

Squad managed to fully obliterate an enemy squad in close combat

Squad lost 20% or more of their wounds the previous turn (phantasms uncounted)

The squad travelled over 14" (36 if Master of the Play has Jetbike unit type)

Squad managed to bring down a character, monstrous creature or a vehicle using ranged attacks